# AUDIO::_0x40CA665AB9D8D505

- **Hash:** `0x40CA665AB9D8D505`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x40ca665ab9d8d505`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x40CA665AB9D8D505

## Signature

```c
void _0x40CA665AB9D8D505(const char* convoRoot, int singleLineIndex);
```

## Parameters

- `convoRoot` (`const char*`)
- `singleLineIndex` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x40ca665ab9d8d505(convoRoot, singleLineIndex)

-- always available, by hash
Citizen.InvokeNative(0x40CA665AB9D8D505, convoRoot, singleLineIndex)
```

### JavaScript

```js
N_0x40ca665ab9d8d505(convoRoot, singleLineIndex);

// by hash
Citizen.invokeNative('0x40CA665AB9D8D505', convoRoot, singleLineIndex);
```

### C#

```csharp
Function.Call((Hash)0x40CA665AB9D8D505, convoRoot, singleLineIndex);
```

- This native has no known name, so the runtime exposes it only as `N_0x40ca665ab9d8d505` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
